Why should DCC UV scaling be 0-1?

Hi folks!

I’ve read recommendations that unwrapped UVs should be scaled between 0-1 in my 3d model software.
Why is it, which disadvantages do I have in UE when it’s scaled to 100%?
Is there more than that I can’t evaluate it properly in the UE UV Editor?

And- does it make sence to make an awesome UV unwrap for texture AND lightmaps same time, so I would grap channel 0 in UE only.

Cheers

Good day.
There is only one downside of going past 0-1 UV range. It is loss of precision. In all other respects, 1-2 and -1 - 0 ranges are same as 0-1. For what it takes, this difference in precision is negligible.

You might also come across some shaders, which rely on range of UVs, but as a general rule in overriding majority of cases, the statement above is true.

Doing same UVs for textures and lightmap does save some time indeed, but eventually you’ll find that you might need to pack texture and lightmap UVs differently on some assets to achieve best quality. A typical example where you re-use half of your texture for symmetrical model, but lightmap UVs still need to remain unique.

If that answers your question, don’t forget to mark the question as resolved.